You carry around a small and portable generator with infinite energy contained inside of it.
This Artifact has been upgraded.
This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded items have half their normal weight, for the purposes of encumbrance.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
The chimney of the bus begins to shoot red steam out of its top.
Top Speed: 155mph
Damaging passengers requires an opening and a called shot for firearms, Against exterior explosives, grants 10 Armor to passengers.
3 armor when the called shot gets through
This Artifact can be used as a Bus. It is roughly the same size as a Bus but can be collapsed into A armored coat underlayered with chainmail (T3 armor), its coloring is shades of Stygnian Cobalt and concealed. Collapsing or expanding it costs a Quick Action.
This Bus has Barred bullet-proof non-shatter windows, armored plating, a cowcatcher-esque bumper, low fenders, a hidden shredder where the fuel port normally is.. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Mephistopheles's wheels take on a magical glow as they begin to move with much more ease, preventing any sliding or sinking
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
a quiver designed to hold spears, but no matter how much Baga throws, it just keeps refilling
This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
The submarine's interior is designed for exploration more than combat, but it is still meant to be able to take a beating, even if its best not to let it.
armor 3 and body 6 on the Submarine itself, with those inside not available for targeting (they're inside a metal tube, what do you expect lol?)
This Artifact can be used as a Small submarine. It is roughly the same size as a Small submarine but can be collapsed into submarine press lighter and concealed. Collapsing or expanding it costs a Quick Action.
This Small submarine has Active and passive sonar, Advanced automatic medical systems, and plenty of redundant systems. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The user's will helps guide the kunai towards its target and returns it to its owner. By shifting their focus the user can also send their will and spirit with the knife to its destination.
This Artifact can be used as a shuriken. It is roughly the same size as a shuriken and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
The kunai is traced along the object, creating ethereal fracture lines. With a final stab into the object it shatters along the traced lines. The wielder of the kunai can see ethereal echoes of the original object. It's a simple matter of acknowledging the echoes to give them the strength to restore the object to its original form.
Exert your Mind and spend two Actions performing the following ritual: Trace the kunai along the target to mark out the intended area, then stab into the center. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a duffel bag (35 liters). You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Dexterity + Athletics Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
If you have access to the remains of an object you had previously damaged or destroyed, you may spend an Action to un-destroy it.
'So I looked, and behold, a pale horse. And the name of him who sat on it was Death.'
Spend an Action to activate. Select a Living target within arm’s reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by the infected creature feeling the warmth of life. A homecooked meal eaten with happiness, a smile at seeing their partner, or child. Anything which reassures them it is not yet their time to end.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: King of Nothing: You must roll Self-Control to not use this Gift on a Living creature the first time you see it. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects: